Heart of Fear opens October 30th on US servers on Normal mode. Terrace of Endless Spring was planned to open on October 30th, but it was changed on Friday to open in two weeks, on November 12th. We've got the loot tables and dungeon journal below for each boss, as well as 3D models of all the weapons. Most notably, players can now loot 'Sha-Touched' weapons from Heart of Fear, special weapons that can be socketed with legendary gems. This instance also drops some Tier 14 tokens.

You can check out Method's livestreams of Heart of Fear here, and check out their YouTube channel where they'll be uploading all of their kill videos.

Heart of Fear is located in central Dread Wastes, on the right side of the large sinister tree growing in the Sha-touched trench.

Dungeon Journal and Loot

Imperial Vizier Zor'lok

Zor'lok shrieks his proclamations so they're heard throughout the sprawling mantid palace. He is the Voice of the Empress, and his words alone inspire the insectoid race's warriors to give their lives without question. Unwaveringly loyal, Zor'lok will stop at nothing to defend his beloved matriarch, regardless of the corruption within her.

Inhale: Imperial Vizier Zor'lok takes a large breath to fill his lungs. Inhale increases the damage of Exhale by 100% for each stack present and lasts until Exhale triggers with 3 or more stacks.

Exhale: Imperial Vizier Zor'lok selects a random player and screams at them, inflicting Physical damage and stunning them for 6 sec. The first player between Imperial Vizier Zor'lok and the initial target suffers additional Physical damage every 0.5 seconds.

Exhale: Imperial Vizier Zor'lok selects a random player and screams at them, inflicting Physical damage for 6 sec. The first player between Imperial Vizier Zor'lok and the initial target suffers additional Physical damage every 0.5 seconds.

Stage One: Her Gifts are Many:Imperial Vizier Zor'lok flies to a random platform in the room, then attacks the players from there. When Zor'lok loses 20% of his total health, he changes positions to a different platform. Imperial Vizier Zor'lok gains one ability while at each platform, but loses that ability when he moves to a different platform.

Pheromones of Zeal: The lower section of Imperial Vizier Zor'lok's chamber fills with toxic Pheromones of Zeal. Players in the area suffer 28500 damage per second and are silenced for as long as they are in the area of effect.

Attenuation: Imperial Vizier Zor'lok emits a dizzying series of sonic rings that travel outward from him in a spiraling pattern. Sonic rings inflict 323750 to 376250 Physical damage to all targets in their path.

In 10 player Heroic Difficulty, Attenuation also sends out Sonic Pulses. Sonic Pulses inflict 370000 to 430000 Physical damage to all targets in their path.

In 25 player Heroic Difficulty, Attenuation also sends out Sonic Pulses. Sonic Pulses inflict 370000 to 430000 Physical damage to all targets in their path.

Force and Verve: Imperial Vizier Zor'lok shouts with pure volume to inflict 115625 to 134375 physical damage to all players every 1.5 seconds for 10 sec.Players standing in Noise Cancelling zones suffer 40% less damage from this ability.

Noise Cancelling: Before Imperial Vizier Zor'lok begins channeling Force and Verve, he summons Noise Cancelling zones nearby. Standing in these zones reduces the damage of Force and Verve by 40%.

In 10 player Difficulty, only four players can benefit from each Noise Cancelling zone at a time.

In 25 player Difficulty, only nine players can benefit from each Noise Cancelling zone at a time.

In 10 player Heroic Difficulty, only three players can benefit from each Noise Cancelling zone at a time.

In 25 player Heroic Difficulty, only seven players can benefit from each Noise Cancelling zone at a time.

Convert: Imperial Vizier Zor'lok uses the pure voice of the Empress to sway the allegiance of one player at random, causing them to fight for the Mantid Empire. Convert lasts until the victim reaches 50% health.

Convert: Imperial Vizier Zor'lok uses the pure voice of the Empress to sway the allegiance of two players at random, causing them to fight for the Mantid Empire. Convert lasts until the victim reaches 50% health.

Stage Two: We Will Not Disappoint Her:When Imperial Vizier Zor'lok reaches 40% remaining health, he flies to the center of the chamber and inhales the Pheromones of Zeal. Imperial Vizier Zor'lok now uses all of his abilities from Stage One.

Inhale Pheromones: Imperial Vizier Zor'lok inhales all of the Pheromones in the chamber, increasing his damage by 10% and haste by 20%.

Song of the Empress:Whenever Imperial Vizier Zor'lok finishes a transition he will raise his voice in praise to the empress. Failing to engage Imperial Vizier Zor'lok in melee combat will result in him inflicting Physical damage to all players in the zone until they die. Engaging Imperial Vizier Zor'lok in melee combat will end this effect.

Echoes of Power:In Heroic difficulty, Imperial Vizier Zor'lok will leave copies of himself behind at the first two platforms he visits. During stage two of the encounter he will randomly summon Echoes of Power to aid him in battle.Echoes of Power inherit one of Imperial Vizier Zor'lok's abilities and will continue to use that power until they are defeated.

Echo of Attenuation: Echo of Attenuation will use Zor'lok's Attenuation ability as well as fight players in melee combat.

Echo of Force and Verve: Echo of Attenuation will use Zor'lok's Force and Verve ability as well as fight players in melee combat.

Song of the Empress: Any echoes that Imperial Vizier Zor'lok has summoned will use the Song of the Empress any time they are not actively using one of their abilities and they are not engaged in melee combat. As with Imperial Vizier Zor'lok engaging the echoes in melee combat will end this effect.

Blade Lord Ta'yak

Ta'yak is known for his patience and intelligence. In battle, he is a master at discovering his opponent's weaknesses and awaiting the perfect opportunity to strike. Ta'yak's skill with a blade is unmatched, and he cherishes imparting his martial knowledge on young mantid warriors.

Unseen Strike: Blade Lord Ta'yak fixes his eyes on a random player and then disappears. He reappears 5 sec. later and inflicts 6000000 Physical damage split amongst all players in a 15 yard long cone in front of him.

Wind Step: Blade Lord Ta'yak teleports to random player and inflicts a quick strike. The blow causes all targets within 8 yards to bleed for 160000 Physical damage every 3 sec. for 30 sec.

Intensify: Blade Lord Ta'yak's fury intensifies during the encounter. Every 60 sec. Ta'yak increases his damage dealt by 5% and his haste by 5%. This effect stacks.

Overwhelming Assault: Blade Lord Ta'yak performs an overwheming attack on his current target, inflicting 200% of a normal melee swing's attack. The attack leaves the target's defenses exposed, increasing the target's damage taken when an Overwhelming Assault lands by 100% for 45 sec.

Storm Unleashed: Upon reaching 20% health Blade Lord Ta'yak traps all of the players within a mass of tornados, moving them to one end of the hall. The constant buffeting of the powerful winds on every player inflicts 15200 to 16800 Nature damage every 1 sec. This damage increases with Ta'yak's current Intensity level.Ta'yak then assumes position at the opposite end of the hall, then unleashes a barrage of tornados towards the players. Tornados that pass over players carry the player away from Ta'yak.

Furious Swipe: Garalon performs a Furious Swipe to targets in a large cone in front of him, inflicting 800000 Physical damage. If Garalon fails to hit at least 2 targets with his Furious Swipe, he gains Fury.

Crush: Garalon crushes his foes, inflicting 100000 Physical damage to all players. Any player within 12 yards receives an additional 800000 Physical damage as Garalon's body slams down upon them. Garalon's massive bulk also knocks down all players for 2 sec. Garalon crushes foes whenever he detects their presence beneath him.

In Normal Difficulty, Garalon also crushes foes when Pheromones passes to a new target.

In Heroic Difficulty, Garalon periodically crushes foes.

Pheromones: Garalon surrounds a player with powerful pheromones, fixating on the target. Every 2 sec. the Pheromones inflict 20000 Nature damage and Pungency on the target, then spawn a Pheromone Trail.Pheromones pass to allies in close proximity.

Pheromones: While Garalon has the Damaged effect, Garalon ignores the fixate effects of Pheromones.

Melee Attack: While Garalon has the Damaged effect, Garalon uses his normal melee attack and gains a dramatic speed increase.

Wind Lord Mel'jarak

Wind Lord Mel'jarak commands the mantid's numerous aerial forces. Although he exudes arrogance, the cunning insectoid is fiercely protective of his soldiers and enjoys fighting at their side. Mel'jarak believes the mantid are superior to all other races, convinced that his kind cannot be defeated.

Whirling Blade: Wind Lord Mel'jarak hurls his blade at a random player's location, inflicting 100000 Physical damage to all players in the blade's path. After the blade reaches its destination, it returns to Wind Lord Mel'jarak. The blade also inflicts 100000 Physical damage to all players in its return path.

Watchful Eye: Wind Lord Mel'jarak watches over his swarm, dispelling all forms of crowd control from every warrior if he ever senses that players are incapacitating more than four.When one group of Wind Lord Mel'jarak's swarm falls, he becomes more watchful. He now dispels all forms of crowd control from every warrior if he ever senses players are incapacitating more than two.When a second group of Wind Lord Mel'jarak's swarm falls, he becomes even more watchful, dispelling all forms of crowd control from every warrior if he ever senses players are incapacitating any.

In Heroic Difficulty, Wind Lord Mel'jarak does not become more watchful and only dispels crowd control effects if players incapacitate more than four warriors.

Reinforcements: When a group of Wind Lord Mel'jarak's swarm falls, he calls for a new group of warriors to replace them. He calls for these reinforcements 45 seconds after a group falls.

Recklessness: When Wind Lord Mel'jarak sees a group of his warriors fall in battle, he becomes reckless for the remainder of the fight. This increases his damage dealt and taken by 50%. This effect stacks.

Recklessness: When Wind Lord Mel'jarak sees a group of his warriors fall in battle, he becomes reckless for 30 sec. This increases his damage dealt by 100% and his damage taken by 600%.

The Swarm:Wind Lord Mel'jarak fights alongside his most trusted warriors.

Fate of the Swarm: Each group of Mel'jarak's swarm shares health with their fellow swarm members.

Impaling Spear: Up to four players can use the weapon racks left by the Mantid army to gain the Impaling Spear ability.Impaling Spear stuns a target for 50 sec. Any damage dealt directly to the target by a player causes the target to break free.

Sra'thik Amber-Trapper:

Amber Prison: Sra'thik Amber-Trappers imprison a random player and their allies within 2.5 yards in amber, stunning them until freed.Players can smash an Amber Prison and free the imprisoned allies inside by interacting with it. Residue afflicts players who destroy Amber Prisons.

Residue: Residue prevents a player from destroying Amber Prisons for 45 sec.

Corrosive Resin: Sra'thik Amber-Trappers cover a player in 5 stacks of Corrosive Resin for 30 sec, inflicting 30000 Nature damage every second per stack. Moving while afflicted by Corrosive Resin removes a stack of Corrosive Resin and creates a Corrosive Resin Pool at the player's location.

Corrosive Resin Pool: Corrosive Resin Pools inflict 70000 Nature damage every second to all players within the pool.

Zar'thik Battle-Mender:

Mending: Zar'thik Battle-Menders mend their allies, healing a group of the swarm for 25% of their maximum health.

Kor'thik Strike: Kor'thik Elite Blademasters focus a single player and strike them in unison, each inflicting 160000 Physical damage.

Amber-Shaper Un'sok

Eager to please his empress, Un'sok has produced several innovative concoctions. Yet this brilliant young alchemist's proximity to the mantid queen has allowed the sha's negative energies to take root in his mind. Now, Un'sok's overwhelming fear of failure drives him to create increasingly deadlier weapons.

Amber Scalpel: Un'sok carves the ground with a focused beam of pure amber energy. The beam inflicts 19000 to 21000 Nature damage every 0.25 sec. at the point of contact, and leaves behind Molten Amber residue. The residue inflicts 25437 to 29562 Fire damage every 1 sec. to players who touch it. Some of this residue congeals into Living Amber oozes.

Living Amber: Each of these animated amber oozes focuses mindlessly on a random player, emanating a Corrosive Aura that inflicts 1520 to 1680 Nature damage every 2 sec to all players. Each ooze Bursts in a shower of amber when destroyed, inficting 40950 to 50050 Nature damage to enemies within 8 yards and healing any other Living Amber within that radius for 0% of their maximum health.

In Heroic difficulty, dissolved Living Amber will reconstitute after 30 seconds.

In Looking for Raid difficulty, destroying a Living Amber does not heal other nearby Living Amber.

Burning Amber: When a Living Amber is destroyed, it dissolves into a pool that deals 28675 to 33325 Fire damage every 1 sec to all enemies within 3 yards.

Parasitic Growth: Amber-Shaper Un'sok causes amber to grow within the body of a random target, inflicting 16250 Nature damage every 2 sec. This strain of amber absorbs healing energy, increasing the damage it inflicts to its host in direct proportion to any healing received. After 30 sec, the unstable parasite dissipates without a trace.

Reshape Life: Un'sok unleashes a torrent of amber at a player, transforming the target into a misshapen mass of flowing amber that is hostile to players and monsters alike.

Mutated Construct: While transformed, the player continuously expends Willpower to retain control over the twisted form, at the rate of 2 per second, beginning with a maximum of 100. When Willpower runs out, the player dies and the Mutated Construct continues to act, uncontrolled.

Amber Explosion: The amber encircling the mutated player compels the unleashing of a massive explosion, inflicting 120000 Nature damage to all players.

Amber Strike: The construct inflicts 237500 to 262500 Nature damage to the current hostile target and interrupts normal spellcasting, including attempts by other constructs, or by the Amber Monstrosity, to trigger an Amber Explosion. Amber Strike also destabilizes the target, increasing damage taken by 10% for 12 sec. This effect stacks.

Break Free: Once the physical form of the amber construct has been damaged to 20% of its remaining health, the player can break free with a great surge of will. The player then regains their natural form.

Consume Amber: A transformed player consumes a pool of Burning Amber left behind by a defeated Living Amber. The consumption restores 20 Willpower, but also bolsters the mutated form, increasing its current and maximum health by 4500000.

Struggle for Control: With a surge of will, the player expends 8 Willpower to force the mutated form to cease all action for 0 sec. This also increases the mutated form's damage taken by 100% for 5 sec.

Smash: Transformed players use this simple melee attack in lieu of their normal attack, inflicting 34000 to 46000 Physical damage to a target.

Destroy Will: When Un'sok deals melee damage to player who was transformed into a Mutated Construct, his control over amber causes the target's will to unravel, draining 40 Willpower.

Amber Monstrosity: Un'sok formed this towering behemoth entirely of flowing amber, and it stands as a triumph of Un'sok's research into creating life from the mantids' amber.

Amber Explosion: The Monstrosity releases a massive explosion of amber energy, inflicting 136500 to 143500 Nature damage to all players.

Massive Stomp: The Monstrosity stomps the ground forcefully, inflicting 90187 to 104812 Physical damage to all enemies within 15 yards and knocking them back.

Fling: The Monstrosity grabs its current target in one of its massive hands and hurls the hapless victim at a distant player, causing 75156 to 87343 Physical damage to targets within 0 yards of the point of impact and stunning them for 3 sec.

Destroy Will: When the Amber Monstrosity deals melee damage to player who was transformed into a Mutated Construct, its attunement to amber causes the target's will to unravel, draining 40 Willpower.

Amber Carapace: While the Amber Monstrosity lives, an Amber Carapace shields Amber-Shaper Un'sok. The Carapace reduces his damage taken by 99%.

Stage Three: Un'sok Unleashed:Upon witnessing the destruction of his greatest creation, Un'sok channels power from the amber pools lining his chamber and prepares to make his final stand. Un'sok no longer uses Amber Scalpel, but now casts Reshape Life with greatly increased frequency.

Concentrated Mutation: Un'sok draws massive amounts of amber energy into his body, increasing his damage dealt by 50% and attack speed by 50%.

Volatile Amber: Un'sok's siphoning agitates the pools of amber around the room, causing them to periodically emit bursts of amber that fly through the air at high velocity. Each amber burst inflicts 27056 to 31443 Nature damage to any player it strikes. If a missile strikes a player while they are transformed into a Mutated Construct, it heals them for 20% of their health.

Amber Globule: Un'sok causes two spheres of destructive amber to form from the pools at the edges of the room, each of which fixates on a random player. If an Amber Globule comes into contact with its primary target, it explodes, dealing 600000 Nature damage to all players within 30 yards. If two Amber Globules touch each other, their energies will neutralize and dissipate harmlessly.

Grand Empress Shek'zeer

The ancient Klaxxi order has come to a mournful decision: the tainted grand empress Shek'zeer must be deposed. Traditionally, mantid rulers are displaced in their old age by a carefully chosen successor. However, Shek'zeer's intended replacement is still too young and weak to unseat her, leaving the Klaxxi with no choice but to kill the current empress. If action is not taken against her soon, all of Pandaria may crumble before the mantid's ravenous swarms.

Dissonance Field: The Empress creates a dissonance field which disrupts the sound associated with magic. The dissonance field absorbs nearby magical effects until it runs out of resonance. Once its resonance depletes, the field erupts in a Sonic Discharge.Players casting magical effects near the dissonance field also deplete it of resonance.

Sonic Discharge: The Sonic Discharge inflicts 139425 to 146575 Physical damage to all players, deals more damage to those standing within the dissonance field at the time of detonation.

Eyes of the Empress: The Empress gazes deeply into the eyes of her current target, inflicting the target with the Eyes of the Empress effect. This effect stacks up to 5 times. The Empress charms and transforms a player into a Servant of the Empress if the effect reaches maximum stacks.

Servant of the Empress: A player transformed and charmed by the Empress into her servant inflicts 200% more damage and 200% more healing, has 300% increased health, and becomes immune to crowd control effects and snares.

Dread Screech: Grand Empress Shek'zeer lets loose a Dread Screech at two random players, inflicting 29250 to 30750 Physical damage to each player and their nearby allies within 5 yards.

In 25 Player raids, Shek'zeer looses a Dread Screech at five random players.

Cry of Terror: The Empress incites terror on a random player, causing them to inflict 29250 to 30750 Shadow damage to players every 2 sec.

Stage Two: The Empress Retreats!:When the Empress runs of out sha energy, she retreats to her chrysalis and calls for her royal guard.

Band of Valor: Members of the Empress' Royal Guard inflict 30% more damage for every other member of the Royal Guard within 8 yards.

Sonic Blade: The Set'thik Windblade slashes his current target with a sonic blade, dealing 150% weapon damage and interrupting spellcast.

Sticky Resin: The Set'thik Windblade coats the ground in a sticky resin which clings to players that pass through it, slowing their movement speed by 30% and inflicting 15000 Nature damage every 1 second. When resin comes into contact with other resin, it will slide off of the player and back onto the ground. Amassing enough amber resin into one area causes it to congeal and harden, forming an Amber Trap.

Amber Trap: Being encased in amber deals 5% of the encapsulated victim's health every 2 seconds.

Toxic Slime: The Kor'thik Reaver inflicts 63375 to 66625 Nature damage to players in a 0 yard cone in front of it.

Poison-Drenched Armor: The poison-drenched blades of the Kor'thik Reaver seeps into every pore of his current enemy target, causing them to erupt with a toxic substance. The fumes from this poison cause the attacks of nearby friendly players to occasionally deal additional 48750 to 51250 Nature damage.

Stage Three: Ultimate Corruption!:At 30% remaining health, the Sha of Fear breaks the Empress' chrysalis and imbues her with a profound corruption.

Eyes of the Empress: The Empress gazes deeply into the eyes of her current target, inflicting the target with the Eyes of the Empress effect. This effect stacks up to 5 times. The Empress charms and transforms a player into a Servant of the Empress if the effect reaches maximum stacks.

Servant of the Empress: A player transformed and charmed by the Empress into her servant inflicts 200% more damage and 200% more healing, has 300% increased health, and becomes immune to crowd control effects and snares.

In 25 Player raids, Shek'zeer emits Sha Energy at five random players.

Calamity: The Empress inflicts Shadow damage to each player equal to 50% of their current health.

Consuming Terror: The Empress unleashes a Consuming Terror in a 0 yard cone in front of her, inflicting 126750 to 133250 Shadow damage and fearing players within the cone for 8 sec.

Visions of Demise: The Empress inflicts on two random players a vision of the their own demise. The vision reveals itself to the player after 4 sec., and they then suffer in fear and inflict 22181 to 23318 Shadow damage every 1 sec. to all players within 8 yards for 20 sec.

Heart of Fear: The Empress unleashes a swirling heart of dark energy, which targets 3 random players and inflicts Shadow damage in their direction. If a player stands between the heart and a targeted player, then they take the damage instead of the target.